Where the accounts differ
On October 10, IT Home relayed a Digital Foundry video from the day before. Whether QSSR, the AI upscaling technique for the standard PlayStation 5, can be adapted to games already on sale still depends on the SDK version.
IT Home says that on October 2 it reported Sony’s launch of Quick Spectral Super Resolution for the standard PS5. Like PSSR on the PS5 Pro, it is meant to make the output image clearer.
Daniel Craig, chief engineer for graphics research and development at Sony Interactive Entertainment, had said that older games could be adapted to QSSR with only small changes. Digital Foundry’s Richard Leadbetter then argued that the present difficulty is whether older games must move to a newer SDK, and whether QSSR can be turned on through one shared mechanism the way PSSR can.
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The difference he is pointing to
Leadbetter argues that if QSSR does not support the older SDK, a studio may have to move a shipped game onto a newer SDK and then adapt it for QSSR. If that also requires a port and quality assurance, the studio may spend weeks on it. For a single-player game that has been out for years and sold ordinarily, that cost may decide whether an update ships.
He also compares the two paths in. PSSR can be added, through a centralized library, to games that use the older SDK, and it offers one switch. QSSR lacks that kind of centralized library, so it may not be able to use the same route.
[1]What was not measured
These judgments come from the Digital Foundry video and from IT Home’s retelling of what Daniel Craig said earlier. This article has no Sony compatibility list and no count of how many games Digital Foundry tested.
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